[MUD-Dev] Cognitively Interesting Combat

Mike Rozak Mike at mxac.com.au
Wed Sep 8 09:08:55 CEST 2004


Cruise posted:

> I'm fully preapred to have this ripped apart, so suggestions,
> criticisms, etc. welcome. And of course, this is by no means the
> only way of doing this - but having something concrete to examine
> is always helpful :P

The system doesn't feel like a player can fight with a strategy and
(player) skill... it feels more like rock, scissors, paper. Some
random half-baked thoughts:

  - Provide various "states" that limit the moves a player can
  make. For example: If player A defends high, he can defend middle
  next time, but not low. Players can use these to create feints.

  - Hit locations. Partly so that a strategy can be played, since
  knocking out an enemy's legs vs. knocking off his head is a
  strategy.

  - Don't use hit points. Be more creative. Different types of
  damage introduce different strategies.

  - Use fatigue, and make it realistic. Swing a longsword full force
  10 times in a row and see how tired you get. Try dodging an attack
  while wearing armor... Fatigue also allows for strategy.

  - A graphics UI instead of text. The extra mental effort of
  thinking "defend left" to "press key 5" is is too much. Plus,
  graphics can more easily show the defender's stance.

  - Don't have blow-for-blow. If someone wants to keep attacking
  every 1/2 second then reduce their accuracy, damage, parry
  ability, and fatigue them.

  - Different weapons have significantly different attack/defense
  properties/abilities. These abilities affect the strategy a player
  will need to chose.

  - Different armors protect differently against different
  weapons. Chainmail, for example, converts slashing energy into
  blunt blows (which are reduced by the padding
  underneath). Chainmail does only semi-decently against impailing
  blows from swords, and very poorly against pointy impaling blows
  from arrows. Again, these choices add to strategy. Chainmail is
  useless against clubs.

  - Left vs. right handed - It's very important in fencing.

  - What if it's two attackers against one? In real life (as opposed
  to the movies and games) that one person is at a huge
  disadvantage.

Of course, these are only ideas. It's your game design.

Mike Rozak
http://www.mxac.com.au
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